var status = -1;

function start() {
    action(1, 0, 0)
}

function action(c, b, a) {
    status++;
    if (cm.getMapId() == 450010600) {
        action1(c, b, a)
    } else {
        if (cm.getMapId() == 450010400) {
            action2(c, b, a)
        } else {
            cm.dispose()
        }
    }
}

function action1(e, d, c) {
    var b = -1;
    if (status <= b++) {
        cm.dispose()
    } else {
        if (status === b++) {
            cm.killAllMob();
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, false, true);
            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 0);
            cm.fieldEffect_PlayBGM("Bgm00.img/Silence", 0, 0);
            cm.inGameDirectionEvent_AskAnswerTime(100)
        } else {
            if (status === b++) {
                cm.curNodeEventEnd(true);
                cm.fieldEffect_复合图片动画(["Effect/Direction20.img/effect/BM2_hillahAppear_spine/hillah", "animation", "", "intro"], [0, 0, 1, 0, 0, 0, 0, 1]);
                cm.fieldEffect_PlayFieldSound("Sound/SoundEff.img/BM2/hillahappear", 200);
                cm.inGameDirectionEvent_AskAnswerTime(13000)
            } else {
                if (status === b++) {
                    cm.fieldEffect_ProcessOnOffLayer("BlackOut", "Map/Effect2.img/BlackOut", 0, 1000, 0, 0, 13, 4, 1, -1, 0, 0, 0);
                    cm.inGameDirectionEvent_AskAnswerTime(1000)
                } else {
                    if (status === b++) {
                        cm.fieldEffect_取消复合图片动画("intro", 100, 0);
                        cm.fieldEffect_ProcessOnOffLayer("BlackOut", "", 2, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0);
                        cm.sendNormalTalk_Bottom("#face0#现在……", 37, 3003771, false, true)
                    } else {
                        if (status === b++) {
                            cm.sendNormalTalk_Bottom("#face0#好像已经做好了充分的准备。", 37, 3003771, true, true)
                        } else {
                            if (status === b++) {
                                cm.sendNormalTalk_Bottom("希……拉……", 57, 0, true, true)
                            } else {
                                if (status === b++) {
                                    cm.sendNormalTalk_Bottom("#face0#哎呀哎呀……", 37, 3003771, true, true)
                                } else {
                                    if (status === b++) {
                                        cm.sendNormalTalk_Bottom("#face0#怎么看上去如此无力？", 37, 3003771, true, true)
                                    } else {
                                        if (status === b++) {
                                            cm.sendNormalTalk_Bottom("#face0#不过，你坚持了很久。和其他人相比陪我玩了更长的时间，我是不是应该感谢你呢？", 37, 3003771, true, true)
                                        } else {
                                            if (status === b++) {
                                                cm.sendNormalTalk_Bottom("#face0#好了……那么……", 37, 3003771, true, true)
                                            } else {
                                                if (status === b++) {
                                                    cm.sendNormalTalk_Bottom("#face0#让我……看看你的灵魂和其他人有什么不一样吧！", 37, 3003771, true, true)
                                                } else {
                                                    if (status === b++) {
                                                        cm.dispose();
                                                        if (eim == null) {
                                                            var a = cm.getEventManager("觉醒希拉_剧情模式");
                                                            a.startInstance(cm.getPlayer(), cm.getMap())
                                                        } else {
                                                            cm.warp(450010700, 0, true)
                                                        }
                                                        cm.setInGameDirectionMode(false, true, false)
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

function action2(d, c, b) {
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, false, true);
            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 0);
            cm.fieldEffect_PlayBGM("Bgm00.img/Silence", 0, 0);
            cm.inGameDirectionEvent_AskAnswerTime(100)
        } else {
            if (status === a++) {
                cm.curNodeEventEnd(true);
                cm.fieldEffect_复合图片动画(["Effect/Direction20.img/effect/BM2_hillahAppear_spine/hillah", "animation", "", "intro"], [0, 0, 1, 0, 0, 0, 0, 1]);
                cm.fieldEffect_PlayFieldSound("Sound/SoundEff.img/BM2/hillahappear", 200);
                cm.inGameDirectionEvent_AskAnswerTime(13000)
            } else {
                if (status === a++) {
                    cm.fieldEffect_ProcessOnOffLayer("BlackOut", "Map/Effect2.img/BlackOut", 0, 1000, 0, 0, 13, 4, 1, -1, 0, 0, 0);
                    cm.inGameDirectionEvent_AskAnswerTime(1000)
                } else {
                    if (status === a++) {
                        cm.fieldEffect_取消复合图片动画("intro", 100, 0);
                        cm.fieldEffect_ProcessOnOffLayer("BlackOut", "", 2, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0);
                        cm.warp(450010500, 0, false);
                        cm.setInGameDirectionMode(false, true, false);
                        cm.dispose()
                    }
                }
            }
        }
    }
};